Contents

The "/Assault Mode" version has the same name as its counterpart, but with "/Assault Mode" at the end. They have 500 more ATK and DEF, two more levels and a more powerful version of the Synchro Monster's effect (For example "Stardust Dragon/Assault Mode" can be Tributed whenever a Spell/Trap/Monster effect is activated whereas "Stardust Dragon" can only be Tributed to negate a Spell/Trap/Monster Effect that would destroy a card). When the "/Assault Mode" monster is destroyed the regular version may be Special Summoned from the Graveyard.

"/Assault Mode" monsters are extremely powerful but in order to be used effectively their user must have very good control over their own deck and be able to summon the desired Synchro Monster with ease. A deck that is too dedicated to the support of "Assault Mode Activate" card may not support the Synchro monster properly enough to be able to summon it quickly. On occasion an Assault Mode monster's effect may not be as desirable as its original version's ("Hyper Psychic Blaster/Assault Mode" does less damage with its effect, generally, than its original version's Piercing Damage, and "Red Dragon Archfiend/Assault Mode" is a double-edged sword with a severe drawback).

While relying on malicious to synchro summon "stardust dragon" can be unreliable, using flamvells to summon a stardust can be surprisingly easy. Destroy one of your opponent's monsters with "Flamvell Firedog" (Level 4) and special summon "Flamvell Magician" (level 4 tuner).Synchro summon them together for a "stardust dragon" Also, once sufficient flamvells have been added to your graveyard "rekindling" is a quick and easy way to synchro "stardust dragon".

This deck is based on tuning level 8 Synchro Monsters using "Flamvell Magician" and "Flamvell Firedog". "Firedog" Special Summons "Magician" quickly with his Effect and they could tune to make a level 8 Synchro Monster in Main Phase 2 after "Firedog's" Effect and the only thing you have to do is activate "Assault Mode Activate" as soon as you can. Also, you can activate "Rekindling" to return Flamvells and tune them again. "Return from the Different Dimension" helps you to return Flamvells after they were Removed from Play with "Rekindling".

Strategy of this deck is simple and you just have to summon "Firedog" as quick as you can and blow away your opponent with Synchro Monsters and /Assault Mode Monsters.

This deck is based on tuning level 4 non-Tuner Winged Beast-Type monsters with level 2 Dragon-Type Tuner to summon Dragunity Knight - Vajrayana. Special Summoning Dragunity Arma Mystletainn from hand can lead to summoning Stardust Dragon. Strategy of this deck is simple and you just have to use "Dragon Ravine" as early as possible to spam Synchro Monsters and /Assault Mode Monsters.

Another good card to add to your Extra Deck would be "Tempest Magician". Her special effect allows you to add Spell Counters to any monster by discarding any number of cards from your hand. This is a useful way to increase the ATK of "Arcanite" and Counters if it runs out.

The deck that Doomkaiser Dragon fits best into is one built around "Zombie World", allowing you to Special Summon monsters from either player's graveyard. Possible uses for these monsters include tribute fodder, such as for "Beast King Barbaros" and the ability to easily activate its field-clearing effect; Synchro Summons, if you revive Tuner monsters; or fodder for anything that needs large amounts of monsters on the field.

This deck is quite possibly the easiest of the Assault Mode decks to use due to the usability of "Overdrive Teleporter" and "Hyper Psychic Blaster" being a level 9 Synchro Monster. Thus, Special Summoning "Hyper Psychic Blaster" is as simple as Tribute Summoning "Overdrive Teleporter", Special Summoning at least one "Psychic Commander" and tuning "Teleporter" and "Commander" to Synchro Summon "Blaster". From there, activate "Assault Mode Activate" as soon as possible.

A notable feature of "Hyper Psychic Blaster" is the summoning condition. Unlike other Level 9 Synchro Monsters, such as "Mist Wurm" and "Trishula, Dragon of the Ice Barrier", "Hyper Psychic Blaster" only needs 1 other monster (at minimum) to Synchro Summon it. Most of these decks take advantage of this valuable fact as much as possible.

Hyper Synchron - Good level 4 tuner, and gives Dragon Synchro Monster and 800 ATK boost. Use with "Assault Mode Activate" before the end phase to avoid Dragon Synchro Monster from being Removed from Play, e.g. during the Battle Phase to get an attack with both a Synchro and Assault Mode counterpart.

Psychic Commander - Mainly used for summoning odd-Leveled Synchro Monsters, this card can also be Special Summoned by "E-Teleport".

Summoner Monk - By having an unwanted Spell card in your hand to discard for a Level 4 Tuner this card makes Synchro Summoning Level 8 Synchro Monsters very easy.

Mist Valley Soldier - Now currently best Level 4 Tuner in TCG as well as very easy to Special Summon with "Summoner Monk". "Broken Jack Atlus" uses a deck in Tag Force 4 that utilizes this exact strategy with great effectiveness.

Emergency Teleport - This card can quickly summon a Level 1, 2, or 3 Psychic Tuner from your hand or Deck, making it easy to Synchro Summon the monster you need.

Assault Teleport - With the cost of sending a /Assault's monster from your hand to your Deck, and then shuffle, you can draw 2 cards-giving you a 2 for 2 (which is extremely useful since /Assault Mode monster's are useless in your hand).

Mind Control - You can use this card to Synchro Summon and take control of an opponent's monster.

Assault Revival - Useful for an extra attacker, once you attacked with all available monsters. To allow it to use its effects and not have it banished, use Book of Moon.

Pot of Avarice - Instead of worrying about keeping the /Assault Mode Monsters in your deck, send them to the graveyard and when you're ready to activate them, use this card and draw two.

Magical Mallet - Use this if you ever do draw any /Assault Mode monsters, activate it so you can put them back in your deck, shuffle, and draw the same amount of cards you put in. It's better than "Reload" because you're bound to want to keep some of the cards in your hand even if it's not quick play.

Card Trader - Great for putting your /Assault Mode monster back into the deck and getting another useful card. Unlike cards such as Assault Teleport this is useful even when you don't have an /Assault monster in your hand.

Lighten the Load - /Assault Mode monsters are usually higher than level 7 so you can put them back into the deck and get a new card-the advantage that this has over "Card Trader" is that you can activate it on the turn that you play it.

Threatening Roar - This card can protect any Assault Mode monsters or monsters that you don't want to be destroyed by battle.

Good Goblin Housekeeping - This is a great card in this type of deck since you draw 1 card for each "Good Goblin Housekeeping on your Graveyard" +1 (so, if you don't make chains of "Good Goblin Housekeeping's" copies you will draw 1 card the first time, 2 the second and 3 the last.) and then return 1 card to the bottom of your Deck (or have all three and play "Emergency Provisions" for a huge draw engine of 4 cards drawn per housekeeping you had)

Dark Bribe - "Assault Mode Activate" needs you to tribute the Synchro Monster needed and this is a cost so if the Assault Mode Activate is negated your Synchro Monster will never return because it was sent to the Graveyard for a cost and you will get nothing so use this card to counter cards like "Solemn Judgment" or the same "Dark Bribe" from your opponent. You could use "Seven Tools of the Bandit" instead of this card.

Dimensional Prison - Protects monsters or your life points. If your /Assault Mode has been tributed for its effect, (i.e. "Stardust") you can protect your life points with this.

Descending Lost Star - This card can Special Summon your Synchro Monsters from the Graveyard making /Assault Mode monsters easier to summon

Star Siphon - You can get a token which can be used for a Synchro Summon or a Tribute Summon as well as defense and while your Synchro Monster is reduced to level one, this doesn't matter as you will just Tribute it for "Assault Mode Activate".

Depending on how you build it, this deck can be very fast and very quick to kill your opponent. Decks that work slowly or take a while to get started, like a Spellcaster Deck or Frog Deck are at risk of destruction.

A way to deal massive damage to your opponent's life points is to have your Synchro Monster of choice on the field. "Hyper Psychic Blaster" will deal the most damage but "Stardust Dragon" has the greatest chance of working. Attack with the Synchro Monster, then use "Assault Mode Activate". You can also chain "Assault Mode Activate" to a "Mirror Force" or "Dimensional Prison" to avoid the maintain field advantage. Then, attack with the /Assault Mode Monster. Activate "Assault Overload" and inflict damage to both players equal to the /Assault Mode Monsters' level X 200. Then attack with your original Synchro Monster and if your opponent has a clear field or you used "Hyper Psychic Blaster/Assault Mode" then you will win.

Adding /Assault Mode support to your deck adds a new level of difficulty. Anti-Meta Decks will annihilate this deck. Always make sure to have a good side deck to deal with these decks. Also, because these decks are completely dependent on the use of "Assault Mode Activate" the deck can be shut down by "Prohibition" so make sure to have Spell and Trap removal cards such as "Dust Tornado" or "Mystical Space Typhoon".

Another /Assault Mode deck weakness is that if you draw an /Assault Mode monster it will waste your draw. A way to solve this problem is to use "Hand Destruction" or "Card Destruction", then use "Pot of Avarice" to return them to the deck, so make sure you have some of those cards in your deck. Also, your opponent must discard cards as well so there is an added bonus to running these cards.